This update includes various fixes made to the first two games (yay shared codebase!) in addition to many content additions. Much of this is late-game content not available in the demo since it only contains the first six zones, but there's still a bunch to report. There's a lot to do before the full release, which is a little over three months away.
- Added some quests in the town of Pherae and Catacombs areas. It is now possible for a quest to permanently change a map's contents.
- Re-paved the streets of Pherae and improved the look of a few statues.
- Reworked the layout of the Catacombs zone. There are still a few adjustments to be made in future updates.
- Added new mini-map graphics for the City of Zakros.
- Updated the game intro backgrounds.
- More music added. The soundtrack is about 50% done.
- Undead and golems are no longer affected by the Sleep spell. In addition, some monsters with natural resistances will have a chance to save vs. sleep. Most monsters still fall asleep easily.
- Warriors now gain a permanent +1 to strength and slightly more hitpoints per level (+1 extra HP every 2 levels on average).
- Warriors will now have 15% faster natural base hitpoint regen (fewer steps per hitpoint healed) and monks will have a 7% faster base hitpoint regen.
- Wizards will now have 2.5% faster natural mana regen (fewer steps per point of mana regained).
- Fixed an issue where loading a game with the music turned off but sound effects on would also cause sound effects to be disabled.
- Fixed an issue with the sky that could cause clouds/stars to fail to render.
- Translation improvements.
[ 2025-01-13 23:49:04 CET ] [ Original post ]
Development progress, with a mix of new content and features, and fixes for existing features. Most noticeable in this update is that the core combat rewrite has been finished. There's still plenty to do in the next five months before release, with the main focus being quests, maps, and polishing combat, so stay tuned for updates.
- Many fixes and improvements to the combat system. You can no longer enter commands on a monster's turn, no longer spam keyboard commands when you shouldn't be able to, damage/healing over time effects are working properly, and dodge/block status sets and resets properly each turn.
- Added more monsters.
- Added more spell sound effects. All spells have sounds now.
- Added sage spells to create basic randomized armor and weapons and a spell to enchant weapons. Only certain weapons can be enchanted, and if so, they will gain a "+1" to their enchantment. Some weapons can go up to a +2 enchantment. There's also an enchant armor spell, but it doesn't do anything yet.
- The Feeblemind spell has been added for Sages. It will reduce a victim's intelligence and wisdom to 1 and slow down mana regeneration. Some monsters might also have this feeblemind as an ability.
- Added the Bullseye spell for Oracles. This will cause monsters to be more likely to attack the party member who you cast it on, and is stackable.
- Added the Enhanced Vision spell for Oracles. This will cause obscured map squares to fill in to a distance of two squares as the party walks instead of the usual one.
- The Sage spells Doze and Stun now work as intended by incapacitating the target.
- A sage now gains 1 mana when spending a combat round to dodge.
- Added a potion seller to the Approaching The Labyrinth zone.
- It is now possible to enter areas and buildings from only specific directions. Previously, if a building/square was enter-able, you could approach from any direction. This will allow buildings to behave more sensibly, and now not all buildings in Pherae and Zakros are walkable/passable.
- More shops have been added to the city of Zakros.
- Adjusted the placement of some farms and towers in the hills zones.
- Fixed the gap in the eastern wall of Zakros.
- Translation improvements.
[ 2024-11-11 22:59:59 CET ] [ Original post ]
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Every year, brave adventurers venture forth to solve the mysteries of the labyrinths in order to return with treasure to save their dying city, but none ever return. This loss of healthy, skilled people only serves to accelerate the decline.
Can you succeed where others have failed? Test your mettle against the mazes and discover the secrets and riches that lie within!
Navigating the Labyrinth is a classic first-person party-based dungeon crawler RPG with grid-based movement and turn-based combat. It is a standalone sequel to Into The Labyrinth and Crossing The Sands and you do not need to play the previous games to enjoy this one completely.
https://store.steampowered.com/app/2462840/Into_The_Inferno/
https://store.steampowered.com/app/2505100/Crossing_The_Sands/
- Processor: First-generation Intel i3 or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GTX 950M
- Storage: 2500 MB available space
- Processor: Recent Intel i5 or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GTX 1650 or better
- Storage: 2500 MB available space
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